///add field for the decal
addField( "customDecal", TYPEID< DecalData >(), Offset(mDecal, Material),
"The Decal to display when a projectile impacts on the surface. If no decal is defined it will revert to the default decal for that projectile");

thats definitely a better idea lol i was going to attempt rolling everything into the material definition separately, using an explosion is definitely the better way to go good job. Do u know of any way to get decals to stick to a moving object?

I was thinking of trying to add a type to the decal class
Static or attached

static works the way the default one does, attached will move with an object.

Finding the objects position on one tick then on the next tick finding out the difference in its xyz on its next tick and applying the difference to the decals xyz.

Do u think something like that would work?

reason for the two different types is because i think such a thing would be quite expensive maybe so wouldnt want too many of those flying around

browsing over az's code it shouldnt be too hard to implement a decal, it has all the required info, position and normal from the raycast, just needs a section for decal data like the projectile does, i want to be able to make decals stick to a moving object would definitely make things a bit better for my game. Have a character coming running over with burn marks on his head from plasma blast as he called his enemy players mother a spawn of satan!!!!!....... no seriously i wanna see the damage i do to people

2- track relative position motion for tracked objects and offset decals to suit.

3- figure out how to offset decals for animated meshes so if a player moves it's arm where you shot it, it updates to suit. (maybe the equivalent of mounting a decal to a parent bone with a calculated offset, say?)

i will say the damage map looks cool, but if i shoot a person with my shotgun i want to see the big red wounds where i hit them lol ill try what u suggested with the offset due to particular position, as for the animation, do u know of a way to find the nearest node to a raycast?